Add interaction checks to all interactions (#923)
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@@ -3,6 +3,7 @@ using System.Linq;
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using Content.Server.GameObjects.Components.Power;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Utility;
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using Content.Shared.GameObjects;
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using Content.Shared.Interfaces;
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using Content.Shared.Physics;
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@@ -10,6 +11,7 @@ using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.EntitySystemMessages;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Timing;
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@@ -18,6 +20,7 @@ using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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@@ -129,8 +132,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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Shaded = false
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};
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var mgr = IoCManager.Resolve<IEntitySystemManager>();
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mgr.GetEntitySystem<EffectSystem>().CreateParticle(message);
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EntitySystem.Get<EffectSystem>().CreateParticle(message);
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Owner.GetComponent<SoundComponent>().Play(_fireSound, AudioParams.Default.WithVolume(-5));
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}
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}
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.Interfaces;
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using Robust.Server.GameObjects;
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.Interfaces;
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using Robust.Server.GameObjects;
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@@ -2,6 +2,7 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Utility;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.Interfaces;
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